//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//  Status bar code.
//  Does the face/direction indicator animatin.
//  Does palette indicators as well (red pain/berserk, bright pickup)
//



#include <stdio.h>

#include "i_system.h"
#include "i_video.h"
#include "z_zone.h"
#include "m_misc.h"
#include "m_random.h"
#include "w_wad.h"

#include "deh_main.h"
#include "deh_misc.h"
#include "doomdef.h"
#include "doomkeys.h"

#include "g_game.h"

#include "st_stuff.h"
#include "st_lib.h"
#include "r_local.h"

#include "p_local.h"
#include "p_inter.h"

#include "am_map.h"
#include "m_cheat.h"

#include "s_sound.h"

// Needs access to LFB.
#include "v_video.h"

// State.
#include "doomstat.h"

// Data.
#include "dstrings.h"
#include "sounds.h"

//
// STATUS BAR DATA
//


// Palette indices.
// For damage/bonus red-/gold-shifts
#define STARTREDPALS        1
#define STARTBONUSPALS      9
#define NUMREDPALS          8
#define NUMBONUSPALS        4
// Radiation suit, green shift.
#define RADIATIONPAL        13

// N/256*100% probability
//  that the normal face state will change
#define ST_FACEPROBABILITY      96

// For Responder
#define ST_TOGGLECHAT       KEY_ENTER

// Location of status bar
#define ST_X                0
#define ST_X2               104

#define ST_FX           143
#define ST_FY           169

// Should be set to patch width
//  for tall numbers later on
#define ST_TALLNUMWIDTH     (tallnum[0]->width)

// Number of status faces.
#define ST_NUMPAINFACES     5
#define ST_NUMSTRAIGHTFACES 3
#define ST_NUMTURNFACES     2
#define ST_NUMSPECIALFACES      3

#define ST_FACESTRIDE \
          (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)

#define ST_NUMEXTRAFACES        2

#define ST_NUMFACES \
          (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)

#define ST_TURNOFFSET       (ST_NUMSTRAIGHTFACES)
#define ST_OUCHOFFSET       (ST_TURNOFFSET + ST_NUMTURNFACES)
#define ST_EVILGRINOFFSET       (ST_OUCHOFFSET + 1)
#define ST_RAMPAGEOFFSET        (ST_EVILGRINOFFSET + 1)
#define ST_GODFACE          (ST_NUMPAINFACES*ST_FACESTRIDE)
#define ST_DEADFACE         (ST_GODFACE+1)

#define ST_FACESX           143
#define ST_FACESY           168

#define ST_EVILGRINCOUNT        (2*TICRATE)
#define ST_STRAIGHTFACECOUNT    (TICRATE/2)
#define ST_TURNCOUNT        (1*TICRATE)
#define ST_OUCHCOUNT        (1*TICRATE)
#define ST_RAMPAGEDELAY     (2*TICRATE)

#define ST_MUCHPAIN         20


// Location and size of statistics,
//  justified according to widget type.
// Problem is, within which space? STbar? Screen?
// Note: this could be read in by a lump.
//       Problem is, is the stuff rendered
//       into a buffer,
//       or into the frame buffer?

// AMMO number pos.
#define ST_AMMOWIDTH        3
#define ST_AMMOX            44
#define ST_AMMOY            171

// HEALTH number pos.
#define ST_HEALTHWIDTH      3
#define ST_HEALTHX          90
#define ST_HEALTHY          171

// Weapon pos.
#define ST_ARMSX            111
#define ST_ARMSY            172
#define ST_ARMSBGX          104
#define ST_ARMSBGY          168
#define ST_ARMSXSPACE       12
#define ST_ARMSYSPACE       10

// Frags pos.
#define ST_FRAGSX           138
#define ST_FRAGSY           171
#define ST_FRAGSWIDTH       2

// ARMOR number pos.
#define ST_ARMORWIDTH       3
#define ST_ARMORX           221
#define ST_ARMORY           171

// Key icon positions.
#define ST_KEY0WIDTH        8
#define ST_KEY0HEIGHT       5
#define ST_KEY0X            239
#define ST_KEY0Y            171
#define ST_KEY1WIDTH        ST_KEY0WIDTH
#define ST_KEY1X            239
#define ST_KEY1Y            181
#define ST_KEY2WIDTH        ST_KEY0WIDTH
#define ST_KEY2X            239
#define ST_KEY2Y            191

// Ammunition counter.
#define ST_AMMO0WIDTH       3
#define ST_AMMO0HEIGHT      6
#define ST_AMMO0X           288
#define ST_AMMO0Y           173
#define ST_AMMO1WIDTH       ST_AMMO0WIDTH
#define ST_AMMO1X           288
#define ST_AMMO1Y           179
#define ST_AMMO2WIDTH       ST_AMMO0WIDTH
#define ST_AMMO2X           288
#define ST_AMMO2Y           191
#define ST_AMMO3WIDTH       ST_AMMO0WIDTH
#define ST_AMMO3X           288
#define ST_AMMO3Y           185

// Indicate maximum ammunition.
// Only needed because backpack exists.
#define ST_MAXAMMO0WIDTH        3
#define ST_MAXAMMO0HEIGHT       5
#define ST_MAXAMMO0X        314
#define ST_MAXAMMO0Y        173
#define ST_MAXAMMO1WIDTH        ST_MAXAMMO0WIDTH
#define ST_MAXAMMO1X        314
#define ST_MAXAMMO1Y        179
#define ST_MAXAMMO2WIDTH        ST_MAXAMMO0WIDTH
#define ST_MAXAMMO2X        314
#define ST_MAXAMMO2Y        191
#define ST_MAXAMMO3WIDTH        ST_MAXAMMO0WIDTH
#define ST_MAXAMMO3X        314
#define ST_MAXAMMO3Y        185

// pistol
#define ST_WEAPON0X         110
#define ST_WEAPON0Y         172

// shotgun
#define ST_WEAPON1X         122
#define ST_WEAPON1Y         172

// chain gun
#define ST_WEAPON2X         134
#define ST_WEAPON2Y         172

// missile launcher
#define ST_WEAPON3X         110
#define ST_WEAPON3Y         181

// plasma gun
#define ST_WEAPON4X         122
#define ST_WEAPON4Y         181

 // bfg
#define ST_WEAPON5X         134
#define ST_WEAPON5Y         181

// WPNS title
#define ST_WPNSX            109
#define ST_WPNSY            191

 // DETH title
#define ST_DETHX            109
#define ST_DETHY            191

//Incoming messages window location
//UNUSED
// #define ST_MSGTEXTX     (viewwindowx)
// #define ST_MSGTEXTY     (viewwindowy+viewheight-18)
#define ST_MSGTEXTX         0
#define ST_MSGTEXTY         0
// Dimensions given in characters.
#define ST_MSGWIDTH         52
// Or shall I say, in lines?
#define ST_MSGHEIGHT        1

#define ST_OUTTEXTX         0
#define ST_OUTTEXTY         6

// Width, in characters again.
#define ST_OUTWIDTH         52
 // Height, in lines.
#define ST_OUTHEIGHT        1

#define ST_MAPTITLEX \
    (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)

#define ST_MAPTITLEY        0
#define ST_MAPHEIGHT        1

// graphics are drawn to a backing screen and blitted to the real screen
byte                   *st_backing_screen;

// main player in game
static player_t*    plyr;

// ST_Start() has just been called
static boolean      st_firsttime;

// lump number for PLAYPAL
static int      lu_palette;

// used for timing
static unsigned int st_clock;

// used for making messages go away
static int      st_msgcounter=0;

// used when in chat
static st_chatstateenum_t   st_chatstate;

// whether in automap or first-person
static st_stateenum_t   st_gamestate;

// whether left-side main status bar is active
static boolean      st_statusbaron;

// whether status bar chat is active
static boolean      st_chat;

// value of st_chat before message popped up
static boolean      st_oldchat;

// whether chat window has the cursor on
static boolean      st_cursoron;

// !deathmatch
static boolean      st_notdeathmatch;

// !deathmatch && st_statusbaron
static boolean      st_armson;

// !deathmatch
static boolean      st_fragson;

// main bar left
static patch_t*     sbar;

// 0-9, tall numbers
static patch_t*     tallnum[10];

// tall % sign
static patch_t*     tallpercent;

// 0-9, short, yellow (,different!) numbers
static patch_t*     shortnum[10];

// 3 key-cards, 3 skulls
static patch_t*     keys[NUMCARDS];

// face status patches
static patch_t*     faces[ST_NUMFACES];

// face background
static patch_t*     faceback;

 // main bar right
static patch_t*     armsbg;

// weapon ownership patches
static patch_t*     arms[6][2];

// ready-weapon widget
static st_number_t  w_ready;

 // in deathmatch only, summary of frags stats
static st_number_t  w_frags;

// health widget
static st_percent_t w_health;

// arms background
static st_binicon_t w_armsbg;


// weapon ownership widgets
static st_multicon_t    w_arms[6];

// face status widget
static st_multicon_t    w_faces;

// keycard widgets
static st_multicon_t    w_keyboxes[3];

// armor widget
static st_percent_t w_armor;

// ammo widgets
static st_number_t  w_ammo[4];

// max ammo widgets
static st_number_t  w_maxammo[4];



 // number of frags so far in deathmatch
static int  st_fragscount;

// used to use appopriately pained face
static int  st_oldhealth = -1;

// used for evil grin
static boolean  oldweaponsowned[NUMWEAPONS];

 // count until face changes
static int  st_facecount = 0;

// current face index, used by w_faces
static int  st_faceindex = 0;

// holds key-type for each key box on bar
static int  keyboxes[3];

// a random number per tick
static int  st_randomnumber;

cheatseq_t cheat_mus = CHEAT("idmus", 2);
cheatseq_t cheat_god = CHEAT("iddqd", 0);
cheatseq_t cheat_ammo = CHEAT("idkfa", 0);
cheatseq_t cheat_ammonokey = CHEAT("idfa", 0);
cheatseq_t cheat_noclip = CHEAT("idspispopd", 0);
cheatseq_t cheat_commercial_noclip = CHEAT("idclip", 0);

cheatseq_t  cheat_powerup[7] =
{
    CHEAT("idbeholdv", 0),
    CHEAT("idbeholds", 0),
    CHEAT("idbeholdi", 0),
    CHEAT("idbeholdr", 0),
    CHEAT("idbeholda", 0),
    CHEAT("idbeholdl", 0),
    CHEAT("idbehold", 0),
};

cheatseq_t cheat_choppers = CHEAT("idchoppers", 0);
cheatseq_t cheat_clev = CHEAT("idclev", 2);
cheatseq_t cheat_mypos = CHEAT("idmypos", 0);


//
// STATUS BAR CODE
//
void ST_Stop(void);

void ST_refreshBackground(void)
{

    if (st_statusbaron)
    {
        V_UseBuffer(st_backing_screen);

    V_DrawPatch(ST_X, 0, sbar);

    if (netgame)
        V_DrawPatch(ST_FX, 0, faceback);

        V_RestoreBuffer();

    V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
    }

}


// Respond to keyboard input events,
//  intercept cheats.
boolean
ST_Responder (event_t* ev)
{
  int       i;

  // Filter automap on/off.
  if (ev->type == ev_keyup
      && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
  {
    switch(ev->data1)
    {
      case AM_MSGENTERED:
    st_gamestate = AutomapState;
    st_firsttime = true;
    break;

      case AM_MSGEXITED:
    //  fprintf(stderr, "AM exited\n");
    st_gamestate = FirstPersonState;
    break;
    }
  }

  // if a user keypress...
  else if (ev->type == ev_keydown)
  {
    if (!netgame && gameskill != sk_nightmare)
    {
      // 'dqd' cheat for toggleable god mode
      if (cht_CheckCheat(&cheat_god, ev->data2))
      {
    plyr->cheats ^= CF_GODMODE;
    if (plyr->cheats & CF_GODMODE)
    {
      if (plyr->mo)
        plyr->mo->health = 100;

      plyr->health = deh_god_mode_health;
      plyr->message = DEH_String(STSTR_DQDON);
    }
    else
      plyr->message = DEH_String(STSTR_DQDOFF);
      }
      // 'fa' cheat for killer fucking arsenal
      else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
      {
    plyr->armorpoints = deh_idfa_armor;
    plyr->armortype = deh_idfa_armor_class;

    for (i=0;i<NUMWEAPONS;i++)
      plyr->weaponowned[i] = true;

    for (i=0;i<NUMAMMO;i++)
      plyr->ammo[i] = plyr->maxammo[i];

    plyr->message = DEH_String(STSTR_FAADDED);
      }
      // 'kfa' cheat for key full ammo
      else if (cht_CheckCheat(&cheat_ammo, ev->data2))
      {
    plyr->armorpoints = deh_idkfa_armor;
    plyr->armortype = deh_idkfa_armor_class;

    for (i=0;i<NUMWEAPONS;i++)
      plyr->weaponowned[i] = true;

    for (i=0;i<NUMAMMO;i++)
      plyr->ammo[i] = plyr->maxammo[i];

    for (i=0;i<NUMCARDS;i++)
      plyr->cards[i] = true;

    plyr->message = DEH_String(STSTR_KFAADDED);
      }
      // 'mus' cheat for changing music
      else if (cht_CheckCheat(&cheat_mus, ev->data2))
      {

    char    buf[3];
    int     musnum;

    plyr->message = DEH_String(STSTR_MUS);
    cht_GetParam(&cheat_mus, buf);

        // Note: The original v1.9 had a bug that tried to play back
        // the Doom II music regardless of gamemode.  This was fixed
        // in the Ultimate Doom executable so that it would work for
        // the Doom 1 music as well.

    if (gamemode == commercial || gameversion < exe_ultimate)
    {
      musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;

      if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
        plyr->message = DEH_String(STSTR_NOMUS);
      else
        S_ChangeMusic(musnum, 1);
    }
    else
    {
      musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');

      if (((buf[0]-'1')*9 + buf[1]-'1') > 31)
        plyr->message = DEH_String(STSTR_NOMUS);
      else
        S_ChangeMusic(musnum, 1);
    }
      }
      else if ( (logical_gamemission == doom
                 && cht_CheckCheat(&cheat_noclip, ev->data2))
             || (logical_gamemission != doom
                 && cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
      {
        // Noclip cheat.
        // For Doom 1, use the idspipsopd cheat; for all others, use
        // idclip

    plyr->cheats ^= CF_NOCLIP;

    if (plyr->cheats & CF_NOCLIP)
      plyr->message = DEH_String(STSTR_NCON);
    else
      plyr->message = DEH_String(STSTR_NCOFF);
      }
      // 'behold?' power-up cheats
      for (i=0;i<6;i++)
      {
    if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
    {
      if (!plyr->powers[i])
        P_GivePower( plyr, i);
      else if (i!=pw_strength)
        plyr->powers[i] = 1;
      else
        plyr->powers[i] = 0;

      plyr->message = DEH_String(STSTR_BEHOLDX);
    }
      }

      // 'behold' power-up menu
      if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
      {
    plyr->message = DEH_String(STSTR_BEHOLD);
      }
      // 'choppers' invulnerability & chainsaw
      else if (cht_CheckCheat(&cheat_choppers, ev->data2))
      {
    plyr->weaponowned[wp_chainsaw] = true;
    plyr->powers[pw_invulnerability] = true;
    plyr->message = DEH_String(STSTR_CHOPPERS);
      }
      // 'mypos' for player position
      else if (cht_CheckCheat(&cheat_mypos, ev->data2))
      {
        static char buf[ST_MSGWIDTH];
        M_snprintf(buf, sizeof(buf), "ang=0x%x;x,y=(0x%x,0x%x)",
                   players[consoleplayer].mo->angle,
                   players[consoleplayer].mo->x,
                   players[consoleplayer].mo->y);
        plyr->message = buf;
      }
    }

    // 'clev' change-level cheat
    if (!netgame && cht_CheckCheat(&cheat_clev, ev->data2))
    {
      char      buf[3];
      int       epsd;
      int       map;

      cht_GetParam(&cheat_clev, buf);

      if (gamemode == commercial)
      {
    epsd = 1;
    map = (buf[0] - '0')*10 + buf[1] - '0';
      }
      else
      {
    epsd = buf[0] - '0';
    map = buf[1] - '0';
      }

      // Chex.exe always warps to episode 1.

      if (gameversion == exe_chex)
      {
        epsd = 1;
      }

      // Catch invalid maps.
      if (epsd < 1)
    return false;

      if (map < 1)
    return false;

      // Ohmygod - this is not going to work.
      if ((gamemode == retail)
      && ((epsd > 4) || (map > 9)))
    return false;

      if ((gamemode == registered)
      && ((epsd > 3) || (map > 9)))
    return false;

      if ((gamemode == shareware)
      && ((epsd > 1) || (map > 9)))
    return false;

      // The source release has this check as map > 34. However, Vanilla
      // Doom allows IDCLEV up to MAP40 even though it normally crashes.
      if ((gamemode == commercial)
    && (( epsd > 1) || (map > 40)))
    return false;

      // So be it.
      plyr->message = DEH_String(STSTR_CLEV);
      G_DeferedInitNew(gameskill, epsd, map);
    }
  }
  return false;
}



int ST_calcPainOffset(void)
{
    int     health;
    static int  lastcalc;
    static int  oldhealth = -1;

    health = plyr->health > 100 ? 100 : plyr->health;

    if (health != oldhealth)
    {
    lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
    oldhealth = health;
    }
    return lastcalc;
}


//
// This is a not-very-pretty routine which handles
//  the face states and their timing.
// the precedence of expressions is:
//  dead > evil grin > turned head > straight ahead
//
void ST_updateFaceWidget(void)
{
    int     i;
    angle_t badguyangle;
    angle_t diffang;
    static int  lastattackdown = -1;
    static int  priority = 0;
    boolean doevilgrin;

    if (priority < 10)
    {
    // dead
    if (!plyr->health)
    {
        priority = 9;
        st_faceindex = ST_DEADFACE;
        st_facecount = 1;
    }
    }

    if (priority < 9)
    {
    if (plyr->bonuscount)
    {
        // picking up bonus
        doevilgrin = false;

        for (i=0;i<NUMWEAPONS;i++)
        {
        if (oldweaponsowned[i] != plyr->weaponowned[i])
        {
            doevilgrin = true;
            oldweaponsowned[i] = plyr->weaponowned[i];
        }
        }
        if (doevilgrin)
        {
        // evil grin if just picked up weapon
        priority = 8;
        st_facecount = ST_EVILGRINCOUNT;
        st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
        }
    }

    }

    if (priority < 8)
    {
    if (plyr->damagecount
        && plyr->attacker
        && plyr->attacker != plyr->mo)
    {
        // being attacked
        priority = 7;

        if (plyr->health - st_oldhealth > ST_MUCHPAIN)
        {
        st_facecount = ST_TURNCOUNT;
        st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
        }
        else
        {
        badguyangle = R_PointToAngle2(plyr->mo->x,
                          plyr->mo->y,
                          plyr->attacker->x,
                          plyr->attacker->y);

        if (badguyangle > plyr->mo->angle)
        {
            // whether right or left
            diffang = badguyangle - plyr->mo->angle;
            i = diffang > ANG180;
        }
        else
        {
            // whether left or right
            diffang = plyr->mo->angle - badguyangle;
            i = diffang <= ANG180;
        } // confusing, aint it?


        st_facecount = ST_TURNCOUNT;
        st_faceindex = ST_calcPainOffset();

        if (diffang < ANG45)
        {
            // head-on
            st_faceindex += ST_RAMPAGEOFFSET;
        }
        else if (i)
        {
            // turn face right
            st_faceindex += ST_TURNOFFSET;
        }
        else
        {
            // turn face left
            st_faceindex += ST_TURNOFFSET+1;
        }
        }
    }
    }

    if (priority < 7)
    {
    // getting hurt because of your own damn stupidity
    if (plyr->damagecount)
    {
        if (plyr->health - st_oldhealth > ST_MUCHPAIN)
        {
        priority = 7;
        st_facecount = ST_TURNCOUNT;
        st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
        }
        else
        {
        priority = 6;
        st_facecount = ST_TURNCOUNT;
        st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
        }

    }

    }

    if (priority < 6)
    {
    // rapid firing
    if (plyr->attackdown)
    {
        if (lastattackdown==-1)
        lastattackdown = ST_RAMPAGEDELAY;
        else if (!--lastattackdown)
        {
        priority = 5;
        st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
        st_facecount = 1;
        lastattackdown = 1;
        }
    }
    else
        lastattackdown = -1;

    }

    if (priority < 5)
    {
    // invulnerability
    if ((plyr->cheats & CF_GODMODE)
        || plyr->powers[pw_invulnerability])
    {
        priority = 4;

        st_faceindex = ST_GODFACE;
        st_facecount = 1;

    }

    }

    // look left or look right if the facecount has timed out
    if (!st_facecount)
    {
    st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
    st_facecount = ST_STRAIGHTFACECOUNT;
    priority = 0;
    }

    st_facecount--;

}

void ST_updateWidgets(void)
{
    static int  largeammo = 1994; // means "n/a"
    int     i;

    // must redirect the pointer if the ready weapon has changed.
    //  if (w_ready.data != plyr->readyweapon)
    //  {
    if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
    w_ready.num = &largeammo;
    else
    w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
    //{
    // static int tic=0;
    // static int dir=-1;
    // if (!(tic&15))
    //   plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
    // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
    //   dir = 1;
    // tic++;
    // }
    w_ready.data = plyr->readyweapon;

    // if (*w_ready.on)
    //  STlib_updateNum(&w_ready, true);
    // refresh weapon change
    //  }

    // update keycard multiple widgets
    for (i=0;i<3;i++)
    {
    keyboxes[i] = plyr->cards[i] ? i : -1;

    if (plyr->cards[i+3])
        keyboxes[i] = i+3;
    }

    // refresh everything if this is him coming back to life
    ST_updateFaceWidget();

    // used by the w_armsbg widget
    st_notdeathmatch = !deathmatch;

    // used by w_arms[] widgets
    st_armson = st_statusbaron && !deathmatch;

    // used by w_frags widget
    st_fragson = deathmatch && st_statusbaron;
    st_fragscount = 0;

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
    if (i != consoleplayer)
        st_fragscount += plyr->frags[i];
    else
        st_fragscount -= plyr->frags[i];
    }

    // get rid of chat window if up because of message
    if (!--st_msgcounter)
    st_chat = st_oldchat;

}

void ST_Ticker (void)
{

    st_clock++;
    st_randomnumber = M_Random();
    ST_updateWidgets();
    st_oldhealth = plyr->health;

}

static int st_palette = 0;

void ST_doPaletteStuff(void)
{

    int     palette;
    byte*   pal;
    int     cnt;
    int     bzc;

    cnt = plyr->damagecount;

    if (plyr->powers[pw_strength])
    {
    // slowly fade the berzerk out
    bzc = 12 - (plyr->powers[pw_strength]>>6);

    if (bzc > cnt)
        cnt = bzc;
    }

    if (cnt)
    {
    palette = (cnt+7)>>3;

    if (palette >= NUMREDPALS)
        palette = NUMREDPALS-1;

    palette += STARTREDPALS;
    }

    else if (plyr->bonuscount)
    {
    palette = (plyr->bonuscount+7)>>3;

    if (palette >= NUMBONUSPALS)
        palette = NUMBONUSPALS-1;

    palette += STARTBONUSPALS;
    }

    else if ( plyr->powers[pw_ironfeet] > 4*32
          || plyr->powers[pw_ironfeet]&8)
    palette = RADIATIONPAL;
    else
    palette = 0;

    // In Chex Quest, the player never sees red.  Instead, the
    // radiation suit palette is used to tint the screen green,
    // as though the player is being covered in goo by an
    // attacking flemoid.

    if (gameversion == exe_chex
     && palette >= STARTREDPALS && palette < STARTREDPALS + NUMREDPALS)
    {
        palette = RADIATIONPAL;
    }

    if (palette != st_palette)
    {
    st_palette = palette;
    pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768;
    I_SetPalette (pal);
    }

}

void ST_drawWidgets(boolean refresh)
{
    int     i;

    // used by w_arms[] widgets
    st_armson = st_statusbaron && !deathmatch;

    // used by w_frags widget
    st_fragson = deathmatch && st_statusbaron;

    STlib_updateNum(&w_ready, refresh);

    for (i=0;i<4;i++)
    {
    STlib_updateNum(&w_ammo[i], refresh);
    STlib_updateNum(&w_maxammo[i], refresh);
    }

    STlib_updatePercent(&w_health, refresh);
    STlib_updatePercent(&w_armor, refresh);

    STlib_updateBinIcon(&w_armsbg, refresh);

    for (i=0;i<6;i++)
    STlib_updateMultIcon(&w_arms[i], refresh);

    STlib_updateMultIcon(&w_faces, refresh);

    for (i=0;i<3;i++)
    STlib_updateMultIcon(&w_keyboxes[i], refresh);

    STlib_updateNum(&w_frags, refresh);

}

void ST_doRefresh(void)
{

    st_firsttime = false;

    // draw status bar background to off-screen buff
    ST_refreshBackground();

    // and refresh all widgets
    ST_drawWidgets(true);

}

void ST_diffDraw(void)
{
    // update all widgets
    ST_drawWidgets(false);
}

void ST_Drawer (boolean fullscreen, boolean refresh)
{

    st_statusbaron = (!fullscreen) || automapactive;
    st_firsttime = st_firsttime || refresh;

    // Do red-/gold-shifts from damage/items
    ST_doPaletteStuff();

    // If just after ST_Start(), refresh all
    if (st_firsttime) ST_doRefresh();
    // Otherwise, update as little as possible
    else ST_diffDraw();

}

typedef void (*load_callback_t)(char *lumpname, patch_t **variable);

// Iterates through all graphics to be loaded or unloaded, along with
// the variable they use, invoking the specified callback function.

static void ST_loadUnloadGraphics(load_callback_t callback)
{

    int     i;
    int     j;
    int     facenum;

    char    namebuf[9];

    // Load the numbers, tall and short
    for (i=0;i<10;i++)
    {
    DEH_snprintf(namebuf, 9, "STTNUM%d", i);
        callback(namebuf, &tallnum[i]);

    DEH_snprintf(namebuf, 9, "STYSNUM%d", i);
        callback(namebuf, &shortnum[i]);
    }

    // Load percent key.
    //Note: why not load STMINUS here, too?

    callback(DEH_String("STTPRCNT"), &tallpercent);

    // key cards
    for (i=0;i<NUMCARDS;i++)
    {
        DEH_snprintf(namebuf, 9, "STKEYS%d", i);
        callback(namebuf, &keys[i]);
    }

    // arms background
    callback(DEH_String("STARMS"), &armsbg);

    // arms ownership widgets
    for (i=0; i<6; i++)
    {
        DEH_snprintf(namebuf, 9, "STGNUM%d", i+2);

        // gray #
        callback(namebuf, &arms[i][0]);

        // yellow #
        arms[i][1] = shortnum[i+2];
    }

    // face backgrounds for different color players
    DEH_snprintf(namebuf, 9, "STFB%d", consoleplayer);
    callback(namebuf, &faceback);

    // status bar background bits
    callback(DEH_String("STBAR"), &sbar);

    // face states
    facenum = 0;
    for (i=0; i<ST_NUMPAINFACES; i++)
    {
    for (j=0; j<ST_NUMSTRAIGHTFACES; j++)
    {
        DEH_snprintf(namebuf, 9, "STFST%d%d", i, j);
            callback(namebuf, &faces[facenum]);
            ++facenum;
    }
    DEH_snprintf(namebuf, 9, "STFTR%d0", i);    // turn right
        callback(namebuf, &faces[facenum]);
        ++facenum;
    DEH_snprintf(namebuf, 9, "STFTL%d0", i);    // turn left
        callback(namebuf, &faces[facenum]);
        ++facenum;
    DEH_snprintf(namebuf, 9, "STFOUCH%d", i);   // ouch!
        callback(namebuf, &faces[facenum]);
        ++facenum;
    DEH_snprintf(namebuf, 9, "STFEVL%d", i);    // evil grin ;)
        callback(namebuf, &faces[facenum]);
        ++facenum;
    DEH_snprintf(namebuf, 9, "STFKILL%d", i);   // pissed off
        callback(namebuf, &faces[facenum]);
        ++facenum;
    }

    callback(DEH_String("STFGOD0"), &faces[facenum]);
    ++facenum;
    callback(DEH_String("STFDEAD0"), &faces[facenum]);
    ++facenum;
}

static void ST_loadCallback(char *lumpname, patch_t **variable)
{
    *variable = W_CacheLumpName(lumpname, PU_STATIC);
}

void ST_loadGraphics(void)
{
    ST_loadUnloadGraphics(ST_loadCallback);
}

void ST_loadData(void)
{
    lu_palette = W_GetNumForName (DEH_String("PLAYPAL"));
    ST_loadGraphics();
}

static void ST_unloadCallback(char *lumpname, patch_t **variable)
{
    W_ReleaseLumpName(lumpname);
    *variable = NULL;
}

void ST_unloadGraphics(void)
{
    ST_loadUnloadGraphics(ST_unloadCallback);
}

void ST_unloadData(void)
{
    ST_unloadGraphics();
}

void ST_initData(void)
{

    int     i;

    st_firsttime = true;
    plyr = &players[consoleplayer];

    st_clock = 0;
    st_chatstate = StartChatState;
    st_gamestate = FirstPersonState;

    st_statusbaron = true;
    st_oldchat = st_chat = false;
    st_cursoron = false;

    st_faceindex = 0;
    st_palette = -1;

    st_oldhealth = -1;

    for (i=0;i<NUMWEAPONS;i++)
    oldweaponsowned[i] = plyr->weaponowned[i];

    for (i=0;i<3;i++)
    keyboxes[i] = -1;

    STlib_init();

}



void ST_createWidgets(void)
{

    int i;

    // ready weapon ammo
    STlib_initNum(&w_ready,
          ST_AMMOX,
          ST_AMMOY,
          tallnum,
          &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
          &st_statusbaron,
          ST_AMMOWIDTH );

    // the last weapon type
    w_ready.data = plyr->readyweapon;

    // health percentage
    STlib_initPercent(&w_health,
              ST_HEALTHX,
              ST_HEALTHY,
              tallnum,
              &plyr->health,
              &st_statusbaron,
              tallpercent);

    // arms background
    STlib_initBinIcon(&w_armsbg,
              ST_ARMSBGX,
              ST_ARMSBGY,
              armsbg,
              &st_notdeathmatch,
              &st_statusbaron);

    // weapons owned
    for(i=0;i<6;i++)
    {
    STlib_initMultIcon(&w_arms[i],
               ST_ARMSX+(i%3)*ST_ARMSXSPACE,
               ST_ARMSY+(i/3)*ST_ARMSYSPACE,
               arms[i], (int *) &plyr->weaponowned[i+1],
               &st_armson);
    }

    // frags sum
    STlib_initNum(&w_frags,
          ST_FRAGSX,
          ST_FRAGSY,
          tallnum,
          &st_fragscount,
          &st_fragson,
          ST_FRAGSWIDTH);

    // faces
    STlib_initMultIcon(&w_faces,
               ST_FACESX,
               ST_FACESY,
               faces,
               &st_faceindex,
               &st_statusbaron);

    // armor percentage - should be colored later
    STlib_initPercent(&w_armor,
              ST_ARMORX,
              ST_ARMORY,
              tallnum,
              &plyr->armorpoints,
              &st_statusbaron, tallpercent);

    // keyboxes 0-2
    STlib_initMultIcon(&w_keyboxes[0],
               ST_KEY0X,
               ST_KEY0Y,
               keys,
               &keyboxes[0],
               &st_statusbaron);

    STlib_initMultIcon(&w_keyboxes[1],
               ST_KEY1X,
               ST_KEY1Y,
               keys,
               &keyboxes[1],
               &st_statusbaron);

    STlib_initMultIcon(&w_keyboxes[2],
               ST_KEY2X,
               ST_KEY2Y,
               keys,
               &keyboxes[2],
               &st_statusbaron);

    // ammo count (all four kinds)
    STlib_initNum(&w_ammo[0],
          ST_AMMO0X,
          ST_AMMO0Y,
          shortnum,
          &plyr->ammo[0],
          &st_statusbaron,
          ST_AMMO0WIDTH);

    STlib_initNum(&w_ammo[1],
          ST_AMMO1X,
          ST_AMMO1Y,
          shortnum,
          &plyr->ammo[1],
          &st_statusbaron,
          ST_AMMO1WIDTH);

    STlib_initNum(&w_ammo[2],
          ST_AMMO2X,
          ST_AMMO2Y,
          shortnum,
          &plyr->ammo[2],
          &st_statusbaron,
          ST_AMMO2WIDTH);

    STlib_initNum(&w_ammo[3],
          ST_AMMO3X,
          ST_AMMO3Y,
          shortnum,
          &plyr->ammo[3],
          &st_statusbaron,
          ST_AMMO3WIDTH);

    // max ammo count (all four kinds)
    STlib_initNum(&w_maxammo[0],
          ST_MAXAMMO0X,
          ST_MAXAMMO0Y,
          shortnum,
          &plyr->maxammo[0],
          &st_statusbaron,
          ST_MAXAMMO0WIDTH);

    STlib_initNum(&w_maxammo[1],
          ST_MAXAMMO1X,
          ST_MAXAMMO1Y,
          shortnum,
          &plyr->maxammo[1],
          &st_statusbaron,
          ST_MAXAMMO1WIDTH);

    STlib_initNum(&w_maxammo[2],
          ST_MAXAMMO2X,
          ST_MAXAMMO2Y,
          shortnum,
          &plyr->maxammo[2],
          &st_statusbaron,
          ST_MAXAMMO2WIDTH);

    STlib_initNum(&w_maxammo[3],
          ST_MAXAMMO3X,
          ST_MAXAMMO3Y,
          shortnum,
          &plyr->maxammo[3],
          &st_statusbaron,
          ST_MAXAMMO3WIDTH);

}

static boolean  st_stopped = true;


void ST_Start (void)
{

    if (!st_stopped)
    ST_Stop();

    ST_initData();
    ST_createWidgets();
    st_stopped = false;

}

void ST_Stop (void)
{
    if (st_stopped)
    return;

    I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE));

    st_stopped = true;
}

void ST_Init (void)
{
    ST_loadData();
    st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
}

